SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Anti-Aliasing through the Use of Coordinate Transformations
ACM Transactions on Graphics (TOG)
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Digital Image Warping
Filtering edges for gray-scale displays
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Two methods for antialiased wireframe drawing with hidden line removal
Proceedings of the 24th Spring Conference on Computer Graphics
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We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one pixel of a line or a polygon.) We surround an antialiased line with four edge functions to create a long, thin, rectangle. We scale the edge functions so that they compute signed distances from the four edges. At each fragment within the antialiased line, the four distances to the fragment are combined and the result indexes an intensity table. The table is computed by convolving a filter kernel with a prototypical line at various distances from the line's edge. Because the convolutions aren't performed in hardware, we can use wider, more complex filters with better high-frequency rejection than the narrow box filter common to supersampling antialiasing hardware. The result is smoother antialiased lines.Our algorithm is parameterized by the line width and filter radius. These parameters do not affect the rendering algorithm, but only the setup of the edge functions. Our algorithm antialiases line endpoints without special handling. We exploit this to paint small blurry squares as approximations to small antialiased round points. We do not need a different fragment generator for antialiased lines, and so can take advantage of all optimizations introduced in the existing fragment generator.